AppearanceStyler
Creates an appearance style that can later be applied to a surface (using the AppearanceSetter, for instance).
For more information on appearance support in FME, see Appearances.
Input Ports
A feature that contains either a raster or no geometry. If the input feature contains unsupported geometry, the unsupported geometry will be removed from the feature.
Output Ports
The set options that become attributes on that feature when it is sent out through the Output port.
Coordinate Space Terminology
In order to reduce confusion between the real coordinate space of the surface and the texture coordinate space, this transformer uses "u" and "v" instead of "x" and "y" when referencing the latter. Note that this is also reflected in the parameter names.
Parameters
A name that will help you remember what the appearance is for, such as "castle wall" or "house roof". Note that it does not have to be unique.
The most instinctive meaning of the color of an object, the essential color that is revealed under pure white light. It is perceived as the color of the object rather than a reflection of the light.
The color that the object reflects when illuminated by color from the surrounding medium rather than direct light.
The color of the light reflected from the object through specular reflection (the type of reflection that is characteristic of light reflected from a shiny surface).
Color of the light that the object is emitting itself.
A value from 0.0 to 1.0 that specifies the shine of specular reflection, with 0.0 being completely dull and 1.0 extremely shiny.
Specifies the transparency level of the appearance, with 0.0 being completely transparent and 1.0 completely opaque.
Used to specify the origin of texture coordinate system. It is only used in conjunction with scaling and rotation.
Used to specify the origin of texture coordinate system. It is only used in conjunction with scaling and rotation.
Specifies the counter-clockwise rotation angle of the texture in degrees around the texture center (from a line parallel to the u-axis, passing through the texture center).
Used to specify the amount of shear along the u texture coordinate system axis, relative to the center.
Used to specify the amount of shear along the v texture coordinate system axis, relative to the center.
Used to specify the amount that the texture should be scaled along the u-axis.
Used to specify the amount that the texture should be scaled along the v-axis.
Used to specify the offset applied to the texture after all the other transformations are done.
Used to specify the offset applied to the texture after all the other transformations are done.
Only affects the area outside the 0 to 1 U and V range. Not all texture wrapping styles are supported by each format, in which case the texture wrapping style will be defaulted to a supported style by the consumer.
- NONE means no texture wrapping style is given and behavior outside the 0 to 1 range is unspecified.
- REPEAT_BOTH will tile the texture in both directions.
- CLAMP_BOTH clamps both U and V to the 0 to 1 range and a constant boundary color will fill values outside this range.
- CLAMP_U_REPEAT_V clamps U to the 0 to 1 range and tiles in the V direction.
- REPEAT_U_CLAMP_V clamps V to the 0 to 1 range and tiles in the U direction.
- MIRROR will mirror the texture in the U and V direction.
- BORDER_FILL will use a constant border color to fill values outside the U, V 0 to 1 range.
This parameter is used only with the BORDER_FILL wrapping style, and is only supported by certain formats. It specifies the color to "bleed" in the space surrounding the texture raster.
Editing Transformer Parameters
Using a set of menu options, transformer parameters can be assigned by referencing other elements in the workspace. More advanced functions, such as an advanced editor and an arithmetic editor, are also available in some transformers. To access a menu of these options, click beside the applicable parameter. For more information, see Transformer Parameter Menu Options.
Transformer Categories
FME Community
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